Broken Lands Faction: Kapikami

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

In the days before the Sundering, human villages dotted the many islands of the eastern seas. Fishermen and skilled navigators, these Kapikami were amongst the most loyal subjects of the Order of Silver Light.

Far from the mages’ great towers, local chiefs were left largely alone, to rule their islands, worship their sea gods, and follow their own laws and customs. All that was required was that they supply navigators, sailors and boat-builders to serve the mages. For their services they were well rewarded, and their people, in these long centuries of peace, were not put in any great peril by their service. And so as servants to the mages, they knew peace, purpose and prosperity.

But when the uprisings against the the Order of Silver Light began, the Kapikami came to be seen as collaborators. Their craftsmen and sailors in distant lands were victims of attacks by the mobs, and their chiefs were insulted by the rebel leaders. The mages were compelled by circumstance to make ever increasing demands upon them, pressing into service many unwilling young men to be sailors, to die in the wars. Chiefs who objected had to be removed, of course.

So, the treachery of the rebels forced the mages of the Order to act more firmly with their servants, and here we see how rebellion and chaos causes misery to even the loyal. Yet the great tragedy of the Kapikami was yet to come.

At length the Order of Silver Light realised that they could not control the chaos of the rebellions, and were obliged, in order to cleanse the land, to unleash the Sundering. All know the legends. The hills rolled, mountains fell, stone turned to liquid fire, flaming bolts fell from skies. This is how we remember those days. It is not how they remember them.

When the land churned and rolled, the seabed, too, did the same. Huge storms destroyed their fleets, drowning all who were at sea. Many of their islands were swallowed by the sea floor, plunging under the waves, drowning whole populations. And the upheavals on the coast unleashed towering waves, high walls of water, which swept towards the islands and crashed over their western coasts.

The geography of the seas was changed, with the small islands vanishing in a single day. But the way these people think, too, was changed.

They had worshipped the sea, loved and adored her, honouring the gods of the waters. And they had submitted to the authority of the Order. Now, they say The Wizards Turned The Gods. By this they mean that the mages turned the gods against them. This was not, for them, a mere cataclysm. It was also the most profound double betrayal. They think that their temporal overlords forced their watery gods to destroy them, unjustly.

The wise may question the logic of their view. Those of us who are astute and educated realise that the Order acted only in response to the reckless, ignorant violence of the rebels. And we understand that the Sundering was a perfectly natural magical event, if of unprecedented scale and ferocity. But for these people, they were betrayed by their lords and their gods.

Of this, there are three consequences.

First, as our leaders have lamented, these people, natural servants to their betters, with centuries of loyal service through the Second Age, are now most stiff-necked and obstinate, insistent upon their petty privileges, and jealously guarding their independence.

Second, as is well know, they have a fear and hatred of magic. I have never heard of another people who consider the study of magic a criminal act and forbid their people from its practice. As they believe that The Wizards Turned The Gods against them, they hate magicians, understandably.

What is less obvious is that they also, I believe, hate their gods. They still worship the deities of the sea, and they still ply the waves with great skill, though no longer from an island archipelago. But their reverence is tainted by bitterness, and their worship no longer a source of happiness.

Broken Lands Faction: Yuraquncha

From Phaeloses of Newharbour, regarding the establishment of the first trade posts of the South Oceans Company of Larn.

Good my lord,

May your storehouses be full, the king wise in his love of you, your children bringing honour to your house, your wife be a beacon of virtue, and so on and so forth.

We have heard excellent news since my last letter to you.

Events have taken a very bad turn for the Tallian colonists.

The priestesses of the local savages have bathed themselves in the blood of sacrificed beats, chewed upon their secret herbs, inhaled the smoke of sacred fires, and spoken in the language of the dead to deliver oracles as to the nature of the Tallian settlers. And their holy insights are, by all accounts, that the men of Tal are not, in fact, the gods returning.

That’s hardly a surprise to us. But it has caused chaos amongst these peoples, who are now fiercely divided. Some have sided with the Tallians. Most have stayed loyal to the war-chiefs and priestesses.

Even better, the oracles have pronounced that those who serve the False Gods are traitors and blasphemers whose crimes can never be forgiven. That means that we have a war on our doorstep, from which I expect that we can profit greatly.

In a way this is all predictable enough. These local savages, whose full name is, translated from the local tongue, something like the Ten Pure Tribes Who Follow in the Footsteps of the Fire Gods Who Graciously Sheltered the Revered Ancestors Behind the Divine Wall (more conveniently delivered in a shortened form, Yuraquncha) are held together by their reverence for the priestesses. The savages have many proud war-chiefs, each competing with one and other, but it is the priestesses who guide them, and ensure their unity.

The war-chiefs are prone to grandiose boasts, temper tantrums, and, especially if their pride is pricked, roaring threats. But they cannot shed blood unless the oracles of the priestesses permit it. Unsurprisingly these oracles usually forbid bloodshed, and chiefs who want oracles to favour them have to listen closely to the guidance of these priestesses. So, we can expect that the priestesses would not be impressed by the arrival of foreigners whom their people have started to revere as divine. The colonists are a threat to their authority. These recent oracles, denouncing the colonists and all who follow them, seem an inevitable defence of their authority.

Of course we have received desperate entreaties from the Tal colonists, who are terrified that the locals now wish to slaughter them as blasphemers. And we have made sympathetic replies, without committing ourselves to any action to help them.

Meanwhile, we have made embassies to the priestesses, and convinced them that the arrivals from Larn are quite distinct from the False Gods from Tal. We have shown them the shrines the we ourselves are building, and explained how important reverence and ritual are to us. Naturally we have sympathized with their outrage, and complimented them on their readiness to stand up for what is holy. They seem impressed.

This war seems set to become a permanent feature of the region, and, as we will remain uninvolved, this is much to our profit.

Broken Lands Faction: Tallian Colonies

From Phaeloses of Newharbour, regarding the establishment of the first trade posts of the South Oceans Company of Larn.

Good my lord,

As ever I pray that you are in fine health, in good favour at court, and such. As usual, parchment is in short supply, so please take the usual formalities as read.

I write to inform you that we are not, as we had hoped, the first to cross the ocean and establish a presence here. We were aware that the Illyria Trade Council have sent delegations and intend to establish fortified trade posts. But both they and we were chasing another. It seems that colonists have arrived from Port Tal.

They have made made camp on ancient temple ruins. The locals, being superstitious savages, believed that the temples were haunted, and so think that these exotic men who have sailed the endless ocean and driven the spirits from these temples must be the gods returning to claim their homes. They have therefore taken to revering the Tallian colonists. So, these warlike savages have submitted meekly, joyfully, to the instructions of their supposed deities.

I wish we had managed to pull off something like that.

Still, I cannot but fear that this might all end badly for the people of Tal. There are few of them, hugely outnumbered by their adoring subjects. What would happen if their followers lost faith in them, or became too demanding?

The savages believe that some centuries ago their gods raised a wall of stone and fire to protect them from horrendous magics unleashed in the far south, that their gods saved the whole jungle land from destruction. They may have high hopes for the might of returning divinities. And what might a horde of pious savages do to gods who fail them?

Broken Lands Faction: South Oceans Company of Larn

From Phaeloses of Newharbour, regarding the establishment of the first trade posts of the South Oceans Company of Larn.

Good my lord,

I pray that you are in fine health, standing in good regard with our blessed king, and so on and so forth. I am short of parchment, so please assume that the usual greetings are intended, even if I omit them here.

I thank you for the copy of the Charter which you have supplied. It is well that the king has blessed our venture. No doubt there will be criticisms. But with royal patronage these will be muted.

First, allow me to clarify the situation with regarding rare woods and herbs. There is no shortage of resources in this new land. But there is also no shortage of danger as the locals feud constantly with one and other in this lawless place, while there is a shortage in expertise for gathering such resources. So such goods are present, but hard to gather.

By contrast, life is cheap here, and so people are cheap. Slaves can be had at a low price. Either we can use these to work plantations here, or we can send them back to Larn. No doubt the royal court will benefit from the cheap labour, and mine owners are always happy for cheap and expendable workers.

I have noted that the royal Charter allows us only to buy slaves who are convicted felons. I have no doubt that when we buy slaves the seller will vouch that their captives have been convicted of something or other.

I was unsure what we could do about the youngest child slaves. We can say that we are saving them from penury and civilising them, but then what do we do when they are grown? But I have a solution to this.

The Charter stipulates that we must mourn for the loss of freedom of our slaves. The usual mourning rituals take some time, of course, and frankly I have a great deal to do. So, I intend that we should establish temples here which can adopt young child slaves. We can use them for these rituals, and to maintain the temples, so that they will become useful servants to us here. It is not ideal, but it will do until we can persuade our wise King to accept that we can trade in slaves beyond criminals; no doubt this change will come when the advantages become evident, as doctrine habitually follows the pragmatic course, just as rivers follow valleys, but this may take some time.

Beyond slaving, I am not certain what we will be able to secure here. Territorial conquest for the Kingdom of Larn seems unlikely, given the violent nature of these lands. But there may be more trade to do when we are better established.

To this end we now have two trade posts, unassailable due to their locations, and with further ancient fortifications which we can rebuild. Beyond these locations I do not advise that we expand. We will set up markets in both locations, and will see if those can grow, as the locals currently lack secure trade centres amidst the jungles. The tax revenue may allow us to become self-sustaining, and in time might allow us to impose our will upon the region if we so desire.

Broken Lands Faction: Llwcharion

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

Far from the centre of the Sundering, it was not the fall of the mountains or a rain of fire from the skies that slew the ancestors of the Llwcharion. Their fall was more pathetic.

Of course, their great palaces toppled in earthquakes. Of course their forests and fields were set aflame. Many were crushed and burned as elsewhere. But far from the centre of the maelstrom, many survived that great cataclysm.

The pain continued for a generation. With the great palaces fallen, who could keep order? With the Orc armies killed or scattered or preying upon the other survivors, who would protect the people? With the fields burned, where would food be found? It is always remembered that the Sundering destroyed forests and mountains. What hurt these Elves the most, was that it destroyed the web of farming, production, trade and administration on which they depended.

Millions starved, some were slain by rampaging brigands, many fell to illnesses which ravaged the weakened population. Many survivors huddled in ruined cities, hoping absurdly that civilisation would somehow rebuild itself, and perished as diseases spread amongst them. Others headed towards the traditional sources of their food, the farms and orchards, but these were burned and ruined, and such people starved even as the first shoots of growth appeared. Some stockpiled what they could find and barricaded themselves into fortified places, but these simply became targets for Orc marauders and human bandits.

What saved the Llwcharion, was intelligent cowardice. They fled.

The Llwcharion made for the northern deserts. Here, with resourcefulness and geomantic magics they coaxed a little food from the desert. Nobody troubled them in this desolate land: no Orc warbands would brave the barren heat and drought of the place. They soon learned to live, and then learned to thrive.

Yet their history has twisted them. No longer do they hope to make a better world. They hope only to survive. No longer do they seek the soft beauty of woodland glades, but revel in the barren desert. It is said that when they cry they weep tears of dust, but it is more likely that they simply do not cry.

Their achievements in surviving are worthy of admiration. And they have developed an impressive range of skills. The secret magics that coax food from the desert are remarkable. Their torturers are highly skilled, and we of the Argiri have made good use of these craftsmen. But they have forgotten, in their hearts, what it is to be an Elf, to be the highest of mortal creatures, uniquely able to rebuild civilization.

In short, for all their cleverness, they are little better than mere humans.

 

Broken Lands Faction: The Overoad Traders

From the journal of Barnard of Shelton, master trader in the employ of the Illyria Trade Council, recording his journeys to the Broken Lands.

I was invited to join two scruffy Dwarves, as they played dice with a gang of goblins. It was not the reception that I had expected.

The Overoad Traders, from the reports I had heard, control the foremost commercial network in these lands, with a range of well established trade centres stretching from the peaceful lands of Virten out into the wild and dangerous lands to the east. When I asked to be permitted to discuss possible trade deals with some of their leaders, I did not expect to be invited to play dice with ruffians.

I had expected, as in my own homelands, to be invited to a well established guild house or palace, where negotiations would proceed in measured tones in luxurious surroundings. Instead I found myself gambling with goblins.

The two dour Dwarves who led the game had planted a staff in the ground, adorned with tattered parchments listing the wares that they had for sale, and topped with an astrolabe, as a wizard’s staff might have some mighty crystal. And wherever such a staff is planted, that becomes a headquarters, for a while, for these rough traders. It is a far cry from a grand guild hall.

The two greeted me without enthusiasm. They explained the rules of the game, which were surprisingly complex, and told me to drag across a box to sit on.

As the dice were passed around, they quaffed ale from huge wooden mugs and wiped their mouths on their sleeves, and they started to quiz me about what I wanted to trade and at what prices. I outlined a possible proposal to gauge their interest, and was told, curtly, “It won’t work. I’d have to sell the cargo on at Cloghord’s Haven, and my costs mean I’ll only make six point seven percent.”

“Point six,” the other Dwarf corrected him.

The first Dwarf fiddled with four bulky rings on the fat fingers of his left hand. “No, point seven.”

“We promised Scritgut a raise,” the second nodded towards one of the goblins. “Include that in.”

More ring fiddling. “Six point five eight. You’re right. Anyway, the journey’s too dangerous. We have to factor in likely losses, so your price is too high. Now, whose throw?”

And so the conversation, and the game, continued. The Dwarves, it transpired, were two of the leaders of the Traders. At least, they had their own trade caravans, which in the chaotic world of the Traders made them leaders of sorts. And they were very happy to discuss major transactions while half distracted, it seemed, with a petty game of chance.

“Not game of chance!” one of the goblins objected when I commented on this. “Probability! Math-e-menatics!”

“He’s right,” the Dwarf concurred. It’s all about calculations and probabilities, just like trade is.”

“But still, is this a suitable place to discuss a trade deal?” I asked.

“Of course. My mind’s on numbers. And any deal we do, my friends share the risk, so they should hear what you have to say.” He saw that I looked surprised at his use of the word. “Friends? What, when you trade, who do you travel with?”

“Well, employees, servants….”

“We rely on each other. Rank doesn’t matter. Out there, we live or die based on each other, and we have enough enemies already. It has been like this for generations. When the Sundering broke the mountains, the Dwarven race was swallowed up. Some say that only three thousand of us survived. It must have been more, but the point is, almost everyone died. Our ancestors were trapped above ground while their families were crushed to death under the fallen mountains….”

And so he started to explain. He explained that the scattered Dwarves had become wandering craftsmen and traders, at last finding trade to be the more profitable path. He also told me what happened to the goblins.

“After the Sundering the Orc armies weren’t used to getting their own food. So when the survivors had nobody to send them supplies, they ate the weakest amongst their ranks. That meant that they ate the goblins. The goblins who got away also had no idea how to fend for themselves. The mages had only wanted them as scouts and killers – they hadn’t taught them to farm or forage or cook. So, those that our ancestors met they took in, and fed. These goblins, my friends, are descended from those my ancestor rescued five centuries since.”

The Overoad Traders, he explained, needed others to help them. There just weren’t enough Dwarves to perform all the tasks required in all their trade missions. And the goblins were outstanding servants – or as he put it, partners. They were excellent scouts, cunning and swift, they could look after pack animals, they could learn any simple skill, and if needs be they could be merciless. And they ate only half what a Dwarf or Human would eat, “which means we carry and buy fewer provisions. So we’d rather work with them than with humans. Not that we don’t have human partners. Anyone can join up. But the goblins have always been our best friends.”

Travelling light was important to the Traders, I realised. They carried no ledgers, but held all of their accounts in their heads. “This month is set to be my best in 2 years, by three point four percent,” he mentioned, apparently without thinking about it. They had no offices, no clerks. Everything was calculated through their well practised mental arithmetic, which, if needed, could be verified by the use of the four heavy rings which each wore: these four, made of several bands of metal which could be adjusted individually, were like a more complex abacus. One of the two also wore a pendant which was, I realised, a kind of portable sun-dial.

These, then, were not the degenerate gamblers that I had feared that they were when I sat down with them. They were clever, pragmatic survivors, and their approach to trade, though alien to me, is perfectly suited to survival, and perhaps profit, in a hostile land.

Broken Lands Faction: The New Light

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

A tragedy for the present Age is that so many learn the wrong lessons from history. The New Light are foremost in this error.

In the Second Age, the Order of Silver Light brought peace, prosperity, stability and order to these lands, but failed to keep control over their subjects. After the Sundering, surviving mages, hedge-witches and sundry practitioners of secret arts came together to rebuild the Order.

These optimists called themselves The New Light, and they embraced all manner of occult practitioner. Where the Order of the Silver Light had included only the most powerful and most intelligent mages, the New Light included every manner of magical practitioner from shamen to alchemists. Where the Order of Silver Light understood the supremacy of Elves, here Humans and Orcs are accepted alongside their natural betters.

Still, many of the goals of the Order of Silver Light live on in this more diverse gathering. These mages understand that the wise should rule the foolish, and believe that an educated class of rulers should be schooled to provide leadership for the ignorant masses. They also believe that magical power is supreme above all others, and magical study the greatest intellectual endeavour. And so they continue the work of the Order to impose upon the lesser peoples the wise rule of potent mages.

These mages are obsessed with their magical power, and determined to rebuild a civilisation akin to that of the last Age through the rule of wizards. But this is muddled thinking. They have failed to learn the correct lessons from history.

The fall of the Order of Silver Light did not come from a lack of diversity. It came from a lack of commitment to maintaining order. Faced with a choice between keeping order and gaining magical knowledge the New Light will choose knowledge. This is a fine way to build a college of magicians, but an inadequate way to build an eternal empire.

This is why the New Light will never build a civilisation to rival the heights of the Second Age. And this is why we Argiri, not they, are the best hope for a land too free, to fractured and too foolish to prosper.

Releasing code in a live environment

Running a massively multiplayer game is difficult. You need good up-time, but also need to continuously update the game and add new content. The server is busy. We’ve had over 900 million page views in our three years since launch and we currently average 800 page views a minute with over 1.2 million a day – and that’s only active pages being viewed; not including game notifications, passive chat, or any ingame popups. We’ve just done our 815th releaseto live; I imagine even our players don’t know we release something on average every 1.4 days. Some are minor bug fixes, others full UI refreshes, of which we have done 3:

We are available on many platforms, with an HTML5 website game, a Chrome Webstore App, Firefox App, a Facebook game, and Windows 8 App; all of which run on the same single sharded world, and all of which need to be kept up to date and in sync. We have to ensure with each change everything keeps working on all the different platforms, different browsers and different devices – Illyriad even works on a Kindle Touch! We run a full Microsoft stack, have changed CDN 4 times, and during these three years we’ve had 1 day of cumulative downtime, mostly for security patches, although our longest period was for completely moving hosting providers to Hivelocity for our dedicated servers and Windows Azure for our cloud based needs and CDN – lots of live data to move. All through this the players keep playing. Blissfully unaware of all the changes going on. Sending their troops on 58 million combat missions, their traders on 41 million missions and building their 33 million buildings, all the while chatting 213 million words together. Each update is transparent and doesn’t interrupt the players’ play time for patching. People live busy lives, and they have chosen to give their precious time to play the game and that must be respected. They don’t want to spend that time waiting for downloads, patching and updates. They just want to play. Maintaining a uninterrupted service, with huge concurrency and transparent updates is hard, but its worth it!

Broken Lands Faction: Argiri

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

Nobody can walk upon two paths. To complete a journey, to reach a goal, one must choose a single path, and set out upon it with clarity of purpose and certain determination.

In the Second Age, the Order of Silver Light understood that sheep must have a shepherd, that the wise should rule the foolish, that the powerful should protect the weak. And they established a glorious age of peace and hope and prosperity. But they walked this path with uncertainty, one day keeping the ignorant in place and the next day bowing to their fancies, one day cleansing the land of those who threatened peace and the next making accommodation with them.

The vacillations of the Order led to uncertainty and confusion. The confused became fearful, the fearful angry, and soon the ignorant and the angry rose up against those who had given them peace and plenty, and the land was plunged into chaos. From this chaos, the Order of Silver Light rescued the land, but at a terrible price, unleashing the magical fury which we now call the Sundering.

Weaklings and fools in lands such as Virten hold the Sundering as evidence against the Order. But in truth the Sundering occurred only because in the years before this the Order was uncertain, because it lacked commitment to its purpose, because it did not do until the very end what needed to be done. If the Order of Silver Light had enforced the peace and order that it had created with true determination, then its subjects would not have risen up, war would not have racked the land, and the Sundering would not have been unleashed.

The Sundering was a tragedy. But the greatest tragedy was that it could have been avoided, and peace and prosperity maintained, if only the Order had not wavered in its commitment to maintaining strong order.

Of all the people who have risen over the centuries since, only the Argiri have learned the true lessons, the hard lessons, required to restore and rebuild the glories of the height of the Second Age: he who is ruled by compassion cannot save what he loves; he who cannot cut out the rot cannot cure the whole; for the foolish masses the only true freedom is servitude to those who can best guide them.

There is hope. There is hope that the order and prosperity of the Second Age might be rebuilt. But this can only be accomplished by those who have the will and wisdom to pursue this vision with unwavering commitment. The sentimentalists of Virten do not have the determination. The blood-mad Drek-Hhakrall have no vision for the salvation of the people. The mages of the New Light seek only self-aggrandizement.

Only the Argiri carry a message of salvation to the peoples of these lands. Only we have the wisdom to build a glorious civilisation as we knew in the Second Age. Only we have the will to eradicate whatever might threaten this grand vision. For us, it is a hard path to walk, fraught with difficult decisions and painful necessities. For the lesser peoples, it is easy, for they need do more than submit.

 

Broken Lands Factions: Drek-Hhakrall

From the report of Drudzak the Cunning-Teller, before the throne of Great Chief Kujagur of the Drek-Hhakrall.

Great Chief! Champions! All who stand before the Great Chief, who eat of his gifts, who live because he lets you, who bow to him. Listen!

I have spoken to our wise hunters. I have listened to our cunning spies. I have cheered at the war stories of you, our great Champions. So I have heard and learned, and thought. I have thought of the enemies that we’ve killed. I have though of the enemies that we haven’t yet killed. And I can tell you, all, now of each. I can tell you what their weaknesses are. I can tell you where they have some strength. If you hear what I say, and learn, your next victories will be more bloody, more glorious.

But first, I speak of the greatest warriors. I speak of the mightiest armies. I speak of the fiercest, finest, most ferocious force to tread these lands since the mages fell! I speak first, of us! I speak first of the Drek-Hhakrall!

Who should be spoken of before us? How dare any name be mentioned before ours!

Does anyone have a general as strong as the mighty Great Chief Kujakur? Does any army have Champions as fierce as those who stand here? Do any races or kingdoms command hordes as bloody as ours? No!

So first, let us remember why it is that we are strongest, why it is that we are supreme.

First, we are Orc! In the First Age, when time began, the Always-Chiefs said that Orcs should conquer all. They knew that Orcs are strongest, that Orcs are born to fight and kill, that Orcs will make slaves and rule. It is in our blood to be strongest!

The Pirate Kings of the middle sea, or the peasant Kings of Virten, are they so strong? No! Humans scheme and plot, ride horses so that they can run away, that weave pretty cloths to wear at quiet feasts, sing stupid love songs, learn useless arts. How can such weak creatures stand against us! We do not scheme, but fight. We charge to battle, we do not flee. We wear the hides of beasts that we have killed ourselves. How much stronger are we!

Second, it is not enough that we are Orcs. More, we do not forget that we are Orcs! We remember how to be Orcs! In the First Age, the Always-Chiefs said that Orcs should fight all and rule all. We know this! We roar for this!

The Kartur-Hhakrall, they think that it is their place to serve! They hear of the First Age, and think that the Always-Chiefs want them to snivel and fawn before people they should crush! They have made themselves slaves to humans! You, here, are you stronger than slaves? Yes! Then you are stronger than the Kartur-Hhakrall. You know how to be true Orcs!

The southern Orcs, too. They forget the stories of the First Age. They forget that they should serve great chiefs. Is a fist stronger than a finger? Yes! Is an army stronger than one warrior? Yes! Is a fist stronger when it hangs idle, or when a clever mind commands it? It is so with us. While the southern Orcs fight in little groups, we come together to like a great fist. And we fight at the command of the greatest chief in any land – Kujakur!

But there is one more reason why we are strongest. And it is this! It is because we were so low! Who here, in this hall, was not beaten as a child? We all were! And we are stronger for it! We learned to take pain, and we learned to hate, and we learned to hit back harder. How many scars do we all have, from a battle where a foe was quicker, or used a new move? Many scars! And for each scar we learned a lesson. We learned to be quicker. We learned new moves to watch for. We learned to train harder.

So it is! Anyone who is knocked down will stand more firm when he gets up! Any who is beaten, will hit back with great rage! And we, through the Second Age, we, mighty warriors, were slaves! We were slaves to Elf Wizards!

Other tribes, other people, they say that the Sundering was very bad. They weep that so many died. Pathetic! There is always death! For us, the Sundering made us free! We were freed from slavery, to rise, and rule, and fight, and slaughter or enslave any who dare face us!